Title:
Dice Wars: Heroes of Polyhedra
Description:
In this fantasy tactics game of war, players expertly maneuver randomly-generated armies across an ever-changing hex-grid battlefield to outwit, outplay, and outlast their opponents. Roll your units, discover synergies on the fly, then deploy merciless combos to command your forces to victory!
The Warriors: 28 jumbo polyhedral dice, a hefty 25mm in size.
The Battlefield: 9 modular hex-grid tiles that can be shifted, rotated, even flipped upside down.
The Modes: Duke it out in a battle royale free-for-all, forge and break temporary alliances, or engage in permanent 2v2 and 1v3 coalitions.
With hundreds of team compositions, hundreds of map layouts, a rotating set of bonus-granting cities to conquer, and seven optional gameplay challenges (including powerful magic relics, faction bonuses, and prestige units) to customize your gameplay experience, you’ll never play the same game twice.
Some games, traditional and non, we like and took inspiration from when designing this board game: Final Fantasy Tactics, Warmachine, Hordes, Battletech, Heroscape, The Banner Saga, DOTA 2, Risk, and Chess.
The Dice are the crown jewels of Dice Wars. Instead of figurines, tokens, meeples, or cardboard, each warrior on the battlefield is represented by an inch-tall polyhedral die.
This innovation enables the main mechanic of Dice Wars: each time you play, you pick up your forces and give them a roll. There are even abilities that re-roll units in the middle of the game!
Dice Wars differs significantly from other tabletop games and war games in that your forces aren’t the result of careful curation, but of random chance. It’s your job as commander to discover your synergies and figure out a battle plan on the fly.
This means every game has a different complexion. Some will be defensive struggles, some will be battles of positioning and mobility, some will be all out offensive war. Sometimes you’ll be strong and independent, and sometimes you may need to scheme, cut deals, and use subterfuge to achieve victory.
The Object of Dice Wars is to secure victory for your allies and defeat for your enemies, whether through strategic wit, overwhelming might, or silver-tongued cunning.
You’re the commander: roll a random army and devise your tactics on the fly. Will you capture strongholds and control vital defensive positions, cut a swath through enemy forces, or bargain your way to the top with careful intrigue?
Getting started is simple:
1) Roll Your Army of seven polyhedral dice. Read the faces to see which units you’ve got, then grab your matching unit cards with artwork, stats and abilities.
2) Build the Map by sliding together the nine modular tiles. Beginners might want to use the balanced suggested layout, but you can shuffle the tiles and create your own.
3) Deploy Your Army, move your forces out, attack, defend, and watch your strategies unfold!
To encourage a diverse variety of playstyles and asymmetric gameplay, there are three win conditions. Discerning commanders will take stock not only of their own forces but of the whole battlefield and work toward ther best options:
Regicide: Kill an enemy hero unit
Domination: Kill an enemy player’s last non-hero unit
Diplomacy: Hold three captured cities through three of your command phases
The game’s action takes place in Command Phases, wherein players take a turn as two units from their 7-unit army.
On their turns units may Move and perform an Action: attack, use a skill, guard, or in special cases capture a city. Physical attacks are rolled with 2d6, magic attacks are rolled using a d20 and ignore stats, and Skills use a simple 2d6 skill check to determine power and efficacy.
There are 26 unique warriors in the base game of Dice Wars: 6 basic units, 8 advanced units, and 12 heroes. Each army is comprised of 4 basic units, 2 advanced units, and a single hero.
Basic units are your bread and butter infantry units that can be dispatched in a single strike. Featuring classic standbys like Barbarians, Archers, Paladins, and mage Acolytes. Unassuming, but deadly in the right hands. Each basic die has a solid color treatment with white paint.
Advanced units are specialized classes like Assassins, Alchemists, Knights and Wizards. They have access to unique abilities, area of effect spells, and can set up brutal combos using status magic. Each advanced die has a pearlized treatment with silver paint.
Heroes are natural leaders whose wily and unique skills can quickly turn the tides of battle. Mirari shapeshifts into others, Sargassia broadsides using her naval army, and Vorn & Jorn smash walls with their dwarven power suit. Leaders are eminently useful and powerful, but the game is over when one of them falls! Each hero die has translucent glitter treatment with gold paint.
Units are represented by a jumbo polyhedral, but each has a corresponding card that gives you quick reference to the character’s name, art, stats, and abilities.
The Map is split into 9 modular tiles that can be shuffled, rotated, even flipped upside-down, the landscape of Polyhedra is ever-shifted, as varied and unpredictable as its countless battles. For basic games a balanced square layout is suggested. But more advanced players looking for a fresh experience can mix-and-match the map to their heart’s content. Nobody said the map even has to be square! Try out a narrow 2x4 map, or give the tiles a shift to create a rhombus. After you’ve mastered the original map, try flipping it over! We’ve included an entire second map on the underside called the Hinterland, which features much more dense terrain and a new win condition.
Powerful defensive strongholds, not only are cities surrounded by walls that block movement and line of sight for unit targeting, city hexes also hinder movement for invading forces. And don’t be fooled! Cities aren’t just window dressing for the Diplomacy win condition. Once captured, your cities grant you and your allies access to an array of flavorful and powerful skills and bonuses. The Dice Wars map features 5 blank city capitals. Once a city is captured, a player randomly selects a wooden city sigil to determine the city’s identity. Polyhedra has 6 cities in all, so every game will feature a unique rotation of cities in different strategic locations on the map.
Polyhedra’s Six Cities:
Solamyra - War-torn and razed to the ground, grants players access to secret tunnels which enable unique movements and guerilla strikes.
Kordolith - Technology-rich, grants players access to faster movement.
Doratheria - A mercantile city with a privateer problem, grants access to an area of effect arrow rain.
Astramore - Polyhedra’s religious capital grants skill check reductions as units cloister within its walls.
Zenpaelo - Nestled between tall mountains and dense forest, grants improved defenses.
Pyrus - Warmongering and currently engaged in ”aggressive diplomacy” with Solamyra, grants improved melee attacks.
Components:
9 double-sided Map Tiles
5 Victory Point tokens (cardboard Crowns).
Quick Reference board (cardboard hex 8.25”x 3mm thick).
100 double-sided Bonus Tokens (cardboard, 10mm dia.): 50 each Player color - red, blue, green, purple - 16x of -1/+1; 10x of -2/+2; 8x of -3/+3; 16x of *.
6 City Sigils (double-sided, painted & stenciled wooden hexes, 38mm across x 6mm thick).
164 Cards (62x87mm):
100 Unit Cards: 22x each Player color, 12x colorless Hero cards.
64 City Cards.
36 HP translucent red acrylic cubes (7mm).
28 large custom Unit Dice: per Player color - 4x 25mm six-sided with white symbols; 2x 8-sided 28mm with silver symbols; 1x 12-sided with gold symbols.
12 small Numerical Dice: per Player color - 2x six-sided 10mm Dice numbered 1-6; 1x 20-sided Die numbered 1-20.
Rule book (English, 18 p.).
Components for Advanced games:
7 Map tokens (cardboard hexes 38x2mm).
4 Army Banners (cardboard, 40x67mm).
6 Relic Cards (62x87mm).
The Warriors: 28 jumbo polyhedral dice, a hefty 25mm in size.
The Battlefield: 9 modular hex-grid tiles that can be shifted, rotated, even flipped upside down.
The Modes: Duke it out in a battle royale free-for-all, forge and break temporary alliances, or engage in permanent 2v2 and 1v3 coalitions.
With hundreds of team compositions, hundreds of map layouts, a rotating set of bonus-granting cities to conquer, and seven optional gameplay challenges (including powerful magic relics, faction bonuses, and prestige units) to customize your gameplay experience, you’ll never play the same game twice.
Some games, traditional and non, we like and took inspiration from when designing this board game: Final Fantasy Tactics, Warmachine, Hordes, Battletech, Heroscape, The Banner Saga, DOTA 2, Risk, and Chess.
The Dice are the crown jewels of Dice Wars. Instead of figurines, tokens, meeples, or cardboard, each warrior on the battlefield is represented by an inch-tall polyhedral die.
This innovation enables the main mechanic of Dice Wars: each time you play, you pick up your forces and give them a roll. There are even abilities that re-roll units in the middle of the game!
Dice Wars differs significantly from other tabletop games and war games in that your forces aren’t the result of careful curation, but of random chance. It’s your job as commander to discover your synergies and figure out a battle plan on the fly.
This means every game has a different complexion. Some will be defensive struggles, some will be battles of positioning and mobility, some will be all out offensive war. Sometimes you’ll be strong and independent, and sometimes you may need to scheme, cut deals, and use subterfuge to achieve victory.
The Object of Dice Wars is to secure victory for your allies and defeat for your enemies, whether through strategic wit, overwhelming might, or silver-tongued cunning.
You’re the commander: roll a random army and devise your tactics on the fly. Will you capture strongholds and control vital defensive positions, cut a swath through enemy forces, or bargain your way to the top with careful intrigue?
Getting started is simple:
1) Roll Your Army of seven polyhedral dice. Read the faces to see which units you’ve got, then grab your matching unit cards with artwork, stats and abilities.
2) Build the Map by sliding together the nine modular tiles. Beginners might want to use the balanced suggested layout, but you can shuffle the tiles and create your own.
3) Deploy Your Army, move your forces out, attack, defend, and watch your strategies unfold!
To encourage a diverse variety of playstyles and asymmetric gameplay, there are three win conditions. Discerning commanders will take stock not only of their own forces but of the whole battlefield and work toward ther best options:
Regicide: Kill an enemy hero unit
Domination: Kill an enemy player’s last non-hero unit
Diplomacy: Hold three captured cities through three of your command phases
The game’s action takes place in Command Phases, wherein players take a turn as two units from their 7-unit army.
On their turns units may Move and perform an Action: attack, use a skill, guard, or in special cases capture a city. Physical attacks are rolled with 2d6, magic attacks are rolled using a d20 and ignore stats, and Skills use a simple 2d6 skill check to determine power and efficacy.
There are 26 unique warriors in the base game of Dice Wars: 6 basic units, 8 advanced units, and 12 heroes. Each army is comprised of 4 basic units, 2 advanced units, and a single hero.
Basic units are your bread and butter infantry units that can be dispatched in a single strike. Featuring classic standbys like Barbarians, Archers, Paladins, and mage Acolytes. Unassuming, but deadly in the right hands. Each basic die has a solid color treatment with white paint.
Advanced units are specialized classes like Assassins, Alchemists, Knights and Wizards. They have access to unique abilities, area of effect spells, and can set up brutal combos using status magic. Each advanced die has a pearlized treatment with silver paint.
Heroes are natural leaders whose wily and unique skills can quickly turn the tides of battle. Mirari shapeshifts into others, Sargassia broadsides using her naval army, and Vorn & Jorn smash walls with their dwarven power suit. Leaders are eminently useful and powerful, but the game is over when one of them falls! Each hero die has translucent glitter treatment with gold paint.
Units are represented by a jumbo polyhedral, but each has a corresponding card that gives you quick reference to the character’s name, art, stats, and abilities.
The Map is split into 9 modular tiles that can be shuffled, rotated, even flipped upside-down, the landscape of Polyhedra is ever-shifted, as varied and unpredictable as its countless battles. For basic games a balanced square layout is suggested. But more advanced players looking for a fresh experience can mix-and-match the map to their heart’s content. Nobody said the map even has to be square! Try out a narrow 2x4 map, or give the tiles a shift to create a rhombus. After you’ve mastered the original map, try flipping it over! We’ve included an entire second map on the underside called the Hinterland, which features much more dense terrain and a new win condition.
Powerful defensive strongholds, not only are cities surrounded by walls that block movement and line of sight for unit targeting, city hexes also hinder movement for invading forces. And don’t be fooled! Cities aren’t just window dressing for the Diplomacy win condition. Once captured, your cities grant you and your allies access to an array of flavorful and powerful skills and bonuses. The Dice Wars map features 5 blank city capitals. Once a city is captured, a player randomly selects a wooden city sigil to determine the city’s identity. Polyhedra has 6 cities in all, so every game will feature a unique rotation of cities in different strategic locations on the map.
Polyhedra’s Six Cities:
Solamyra - War-torn and razed to the ground, grants players access to secret tunnels which enable unique movements and guerilla strikes.
Kordolith - Technology-rich, grants players access to faster movement.
Doratheria - A mercantile city with a privateer problem, grants access to an area of effect arrow rain.
Astramore - Polyhedra’s religious capital grants skill check reductions as units cloister within its walls.
Zenpaelo - Nestled between tall mountains and dense forest, grants improved defenses.
Pyrus - Warmongering and currently engaged in ”aggressive diplomacy” with Solamyra, grants improved melee attacks.
Components:
9 double-sided Map Tiles
5 Victory Point tokens (cardboard Crowns).
Quick Reference board (cardboard hex 8.25”x 3mm thick).
100 double-sided Bonus Tokens (cardboard, 10mm dia.): 50 each Player color - red, blue, green, purple - 16x of -1/+1; 10x of -2/+2; 8x of -3/+3; 16x of *.
6 City Sigils (double-sided, painted & stenciled wooden hexes, 38mm across x 6mm thick).
164 Cards (62x87mm):
100 Unit Cards: 22x each Player color, 12x colorless Hero cards.
64 City Cards.
36 HP translucent red acrylic cubes (7mm).
28 large custom Unit Dice: per Player color - 4x 25mm six-sided with white symbols; 2x 8-sided 28mm with silver symbols; 1x 12-sided with gold symbols.
12 small Numerical Dice: per Player color - 2x six-sided 10mm Dice numbered 1-6; 1x 20-sided Die numbered 1-20.
Rule book (English, 18 p.).
Components for Advanced games:
7 Map tokens (cardboard hexes 38x2mm).
4 Army Banners (cardboard, 40x67mm).
6 Relic Cards (62x87mm).
Max Number of Players:
2-4
Barcode:
796520356702
Artist:
Brandon Smith, Zachary Scott Taylor Mallatt
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Date Added:
2019-10-04 10:11:27
Automatic Estimated Value:
~$250.00
Automatic Estimated Date:
2026-03-06
Date Added:
2019-10-04 10:11:27